General Information
Youtube: https://www.youtube.com/channel/UCJT-oswDRyOrhrVghT-6ZRw
Steam: 76561198157193379
Nationality: United States
Game Name: Snaek
Sadly it seems that no matter what I do, 280x280 .tga image or not, the workshop won't get an icon from uploading the mod. Every single time. I'm going *exactly* what the guide says, word for word.
says someone who barely cracks a .5 win ratio. lol
Maybe that should tell you something. I don't even play OKW and I know it would be a bad idea to keep my AAHT with a sliver of health anywhere near the most accurate at range AT squad in the game. Where does that put you?
You know why he did that? Because he knows Penals will not miss a single shot and kill my unit and I will do the same. I was baiting him but I didn't expect that penal will not get wiped WTF is that RNG?
What if it's zooka USF or AT OKW will you do it? No because you will be wiped without an assurance of killing it.
Playing Clown car on large maps there's no penalty of playing careless just dive and dive if there are any light armor just build penals. Not to mention these Penals melts an established MG too.
On some maps, Pak43 is downright OP (angermunde, hill400...) if you don't have the doctrinal tools to take it down. On angremunde, buildings block almost all non vertical indirects, even when destroyed and on Hill400 it can shoot through multiple layers of ground/obstacles/tree-lines. On other, wider and more open maps, it's completely useless. Mostly it's a problem of lacking stock units that can take it out. For the 17pdr, OKW has the flame stuka which will kill it even when braced I think (tightrope showed it if I'm not mistaken), and OST has the werfer which will either kill it or severely damage it if the brace is activated before the volley (let's be honest, nobody is going to activate brace for werfer, you'll be busy moving your units).
One also has to take into consideration the following:
17pdr is a building, and as such has a large area that when damaged, will destroy the building and the gun. Pak43 is a big ass gun that can be decrewed. So shooting at a pak43 with... let's say pak howi barrage, you may or may not decrew it, depending on the scatter luck. Shooting at a 17pdr with a ISG: Every barraging shell will damage it and once it's gone, the whole gun is gone.
I think this is one aspect to take into consideration. For pak43 you need pinpoint accuracy, but no brace and can be decrewed, for 17pdr you don't need any of that, but brace is there to help out (which means engies will be on repair duty).
I'd make both 17pdr and pak43 pretty much identical in survivabiltiy/firepower and remove the wallhack completely.
For uniqueness, you can add abilities or w/e to those guns. Pak43 could have piercing shot, 17pdr could have HE shot or whatever.
I didn't play the game before it was removed, but the main menu animation was amazing, the one where the camera rises from the bottom of a frozen pond to view a battle for a town with a KV1 struggling not to sink into the ice. Absolutely chilling (no pun intended).
Over the past day or so I came to the conclusion that I wanted to update a 2014 tuning pack for CoH2 that was supposed to increase all abandons to 80%.
Im the process of changing the stats for OST I noticed that the Tiger Ace was missing an abandoned critical, so I added it and changed the weights accordingly. I tested it out in game and, lo and behold, it works just fine. Eeexcept that whichever unit recrews the tank is given the vet required to get to vet 1 of the Tiger Ace.
Now this is not exactly what I wanted for most factions (I don't want units recrewing the Ace to get vet of course), it's especially heinous for USF, which can use the Tiger Ace like a veterancy factory; crewing the vehicle--getting Tiger 1 vet in the process, easily enough to get any unit to vet 3--and then decrewing it soon after.
Now I'm not much of a modder, so I'm asking for the help of you experienced gentlemen for aid.
I know that the solution to this would probably be similar to how abandoned OKW vehicles recrewed by other factions don't have 5 levels of vet, but I just don't know how to do that off the top of my head and instead of struggling through the Attribute Editor it would be nice for someone to simply point me in the right direction.
Thank you!
EDIT: That or just tell me how to disable disembark crew for USF when they recrew the ace. I could live with that.
Random abandons/MGC should not be in automatch. Feel free to have them in custom games, but matchmaking (Which matches based on performance) has absolutely 0 reason to have this.
I understand you feel this way about high level ladder matches but I assure you none of the plebians like me and the other 80% of the playerbase despise it nearly as much.
Competitive vs casual automatch. Think it would be a good fit.
You don't want a this much RNG in a ranked game. I find its fine when you have it as an option for skirmish games for more fun.
I'm actually perfectly fine with the way it is in gameplay. Tournament players disable random main gun crits with tuning packs for RNG reasons. Don't see why abandons can't just stay the same way.
Also could just just have a "competitive" ruleset and a "casual" ruleset, with different queues.
It's not splitting they playerbase because most of the casual play happens in 4v4, and nobody playing 4s really wants to get matched up with a sweaty tournament arranged team anyways.